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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 371 pages long: 1 2 3 4 5 ... 70 140 210 280 350 ... 367 368 369 370 371 · «PREV / NEXT»
Skeggy
Skeggy


Promising
Famous Hero
posted March 30, 2019 02:43 AM

I see that Courtier_DiplomacyBonusPerLevel variable still remains 0.05, so I’ll repeat some of my earlier posts as one new post.

Heroes 5 Manual states (pages 319 and 320) that diplomacy skill adds bonus of 0.2 to evaluation step.
I suppose that is the same bonus that Courtier_DiplomacyBonusPerLevel variable gives after the hero reaches level 4?

From my experiments it's much more likely that creatures will join or ask money to join with hero with diplomacy skill than hero with golden tongue specialization. Both heroes in experiment were level 40. All three creature stack were defined as “flee or join” courage. “Mood” distribution was Friendly (likely to join a hero), Aggressive (may join hero) and Hostile (unlikely to join hero). Only hero with diplomacy skill managed to acquiesce both join for free and join for gold from the Friendly defined stack.
I suppose this is like that because diplomacy skill adds +10% to join modifier.
It turns out that golden tongue isn’t that important in the process of joining. Perhaps it would be better that instead of golden tongue heroes have diplomacy skill as specialization?

It would be interesting that every faction has at least one golden tongue hero.

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azalen
azalen


Promising
Adventuring Hero
posted March 30, 2019 04:05 PM

Skeggy said:
I see that Courtier_DiplomacyBonusPerLevel variable still remains 0.05, so I’ll repeat some of my earlier posts as one new



In my opinion, with Golden toungue hero specialization being so mathematically weak, it should actually only be offered on heroes that can get diplomacy.  They should all start with morale-> diplomacy as well.  This is similar to the heroes with the missile evasion special starting with defense->evasion.

On the other hand, Diplomacy is an incredibly powerful effect when you do win a roll, so its not quite the same thing.

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Lilt
Lilt

Tavern Dweller
posted March 31, 2019 01:29 AM

So my Heroes 5.5 Reference Manual (RC10b4) is very nifty, but I noticed that the artifact values for the academy that scale with knowledge aren't lining up. Do knowledge increasing artifacts affect the power of the created artifacts, or were they changed slightly?
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azalen
azalen


Promising
Adventuring Hero
posted March 31, 2019 01:55 AM
Edited by azalen at 01:56, 31 Mar 2019.

Lilt said:
So my Heroes 5.5 Reference Manual (RC10b4) is very nifty, but I noticed that the artifact values for the academy that scale with knowledge aren't lining up. Do knowledge increasing artifacts affect the power of the created artifacts, or were they changed slightly?


Not sure what the manual says, but artificer scaling was nerfed at some point to scale at  half the knowlede rate it did originally - for all stat types.

This was due to game breaking heroes like Havez getting gremlins with initiative of 24-25 along with Titans and mages in the high teens, and basically wiping the opponent out before they even got a turn.

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Lilt
Lilt

Tavern Dweller
posted March 31, 2019 06:20 AM
Edited by Lilt at 06:20, 31 Mar 2019.

That makes sense! The initiative buff in the original is pretty insane. Is the nerf in the 55-index file, or somewhere else? I've been poking around for it but don't see it.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 31, 2019 07:38 AM

Lilt said:
That makes sense! The initiative buff in the original is pretty insane. Is the nerf in the 55-index file, or somewhere else? I've been poking around for it but don't see it.

Mini-artifacts values were reverse engineered and are in the game exe file.
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tihi85
tihi85

Tavern Dweller
posted March 31, 2019 04:55 PM

Am I the only one who thinks Chain Lighting Shamans in Stronghold are busted? With 2 parts of Sar-Isus set I had 2 groups of 70-80 shamans doing 2k dmg each? o_o

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted March 31, 2019 05:15 PM

tihi85 said:
Am I the only one who thinks Chain Lighting Shamans in Stronghold are busted? With 2 parts of Sar-Isus set I had 2 groups of 70-80 shamans doing 2k dmg each? o_o


True, I did that a few years back, they had something like 40-50% slow and strong meteor shower. Sar Issus + creature spells + Sorcery creature perk area is an unexplored field in MMH55. I believe it may need some rework when it comes to Sar issus bonus and units spellpower gain formula.

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Skeggy
Skeggy


Promising
Famous Hero
posted March 31, 2019 08:12 PM

dredknight said:
Great job @Magno !

Thank you Gidoza and Skeggy! I am sorry I underestimated your findings .




I think it's worth mentioning that it's not really me that noticed connection.
It was user called i-kk and basically Gidoza accepted the challenge from i-kk, not me.

Gidoza said:
Skeggy said:
Have anyone tried this proposition?

i-kk said:
magnomagus said:
No, we have no evidence it is related to graphics at all, in case of the reshade user it could just be the extra workload causing some other process to malfunction.


Hello everyone, #firstPost

Potential fix for flickering mouse cursor / hourglass issue

I have experiend once again annoying bug with mouse flickering - as many here did, and decided to take a closer look.
It seems to occure at a given turn - after AI turn. Switching to Utility (= disabling smart AI) seems to resolve the issue for a turn or a few more, but the issue seems to happen again, so my thought process is: AI is doing something on the map to trigger it.

So I did:
@H55_NoFog(1);
and i noticed that one AI player visited Seer(Mermaid?) Hut. I reloaded the save and bullied him out of there - the flickering didnt start!

Then i spend way too much time trying to fix it with .pak before realizing that editing H55-AdvMap.lua only works for new games and not for my current save game..

I have prepared a dirty quick fix .pak with edited functions (basically i tried to disable seer hut):

function H55_MermaidVisit(hero,mermaid)
MarkObjectAsVisited(mermaid,hero);
end;

function H55_SeerHutAccept(hero,mermaid,minoramount,minorart)
MarkObjectAsVisited(mermaid,hero);
end;

function H55_SeerHutRewardA(hero,mermaid)
MarkObjectAsVisited(mermaid,hero);
end;

function H55_SeerHutRewardB(hero,mermaid)
MarkObjectAsVisited(mermaid,hero);
end;


Link to .pak 2018-07-07-mouse_flickering_fix.pak

Maybe it will fix it for the new games, time will tell.



Interesting theory.  I'll watch the AI in my games with a Mermaid thing on the water and see what happens.

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Lilt
Lilt

Tavern Dweller
posted April 01, 2019 04:34 AM
Edited by Lilt at 04:43, 01 Apr 2019.

tihi85 said:
Am I the only one who thinks Chain Lighting Shamans in Stronghold are busted? With 2 parts of Sar-Isus set I had 2 groups of 70-80 shamans doing 2k dmg each? o_o


That's about 25 damage per pop, which is T6 creature level damage, although their other attributes aren't at the T6 level of course.

I'm assuming you're counting chain lightning hitting 4 targets, so more like 6 damage per creature, right? That's about where a T4 creature should be, but they can really shine in certain situations. I'm not sure if that's exploitable to the point of being unbeatable though, especially because spellpower on creatures scales in such a way that it's better for creeping and much weaker in endgame matchups (relative to their normal attacks).

dredknight said:

Mini-artifacts values were reverse engineered and are in the game exe file.


I really appreciate the reply and link!
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tihi85
tihi85

Tavern Dweller
posted April 01, 2019 07:04 AM
Edited by tihi85 at 07:11, 01 Apr 2019.

Lilt said:
tihi85 said:
Am I the only one who thinks Chain Lighting Shamans in Stronghold are busted? With 2 parts of Sar-Isus set I had 2 groups of 70-80 shamans doing 2k dmg each? o_o


That's about 25 damage per pop, which is T6 creature level damage, although their other attributes aren't at the T6 level of course.

I'm assuming you're counting chain lightning hitting 4 targets, so more like 6 damage per creature, right? That's about where a T4 creature should be, but they can really shine in certain situations. I'm not sure if that's exploitable to the point of being unbeatable though, especially because spellpower on creatures scales in such a way that it's better for creeping and much weaker in endgame matchups (relative to their normal attacks).


No, 2k dmg is the first target it hits.
Here it is: https://imgur.com/a/5WNL2MC
79 shamans doing 2280 Chain Lightning =p

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Andir
Andir

Tavern Dweller
posted April 01, 2019 08:20 PM

Hello there!

At first I want to thank all of you for this outstanding mod. It makes Heroes a way better, than it was in its original version. I do miss some of the old skills, but this is just a little bit of an odd feeling.

Nevertheless, there is a problem, I have detected: Some of the "new" spells like Teleportation and Celestial Shield seem to be buggy with an game-crashing impact.

If my heroes learn them in the campaign (for example Markal the spell Teleportation), the correct icon for it is missing. (Within the mage guild it is without image or white). When I try to change the site of my magic book with Dark Magic spells, the game instantly crashes, when I want to get to the site with the Teleportation spell.

I have tried it with both, MM 5.5.exe and the Utility.exe

I am using Heroes 5 Tribes of the East in german from gog.com (must be Patch 3.1), with german files for the campaign and the submod for the special hero models.

Also, there is a bug when using Version 5.61 (VersionRC11 I think), when attacking a city in the campaign - the game crashes. Using the MM 5.5.exe instead of the Utility.exe let me start and finish the siege without any problems.

Did I make a mistake? I used the correct path for Tribes of the East, when installing the mod, I presume at least. I have installed Tribes of the East in E:/GoG/HeroesV_modded. This was the path, I added to the installer.

Thanks for your great work! You are doing a very nice job!

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thGryphn
thGryphn


Promising
Famous Hero
posted April 01, 2019 09:25 PM

MMH5.5 and original campaigns may not work well together due to many scripted events. Basically the mod was not throughly tested for and therefore does not accommodate gameplay of the campaigns.

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted April 03, 2019 02:06 PM
Edited by dredknight at 14:11, 03 Apr 2019.

Hey everyone,

Since RC11 release I have a few complains of the game crashing while entering town with hero. Nobody complained about this before so I believe it may regard some of the changes :/.

P.S. dont bother for now too much I am not sure if it is relevant but decided to advertise it in case anyone else has it.
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anl93
anl93

Tavern Dweller
posted April 03, 2019 06:36 PM

dredknight said:
Hey everyone,

Since RC11 release I have a few complains of the game crashing while entering town with hero. Nobody complained about this before so I believe it may regard some of the changes :/.

P.S. dont bother for now too much I am not sure if it is relevant but decided to advertise it in case anyone else has it.


never had a issue with v11
i play up to large maps
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azalen
azalen


Promising
Adventuring Hero
posted April 04, 2019 03:27 AM

dredknight said:
tihi85 said:
Am I the only one who thinks Chain Lighting Shamans in Stronghold are busted? With 2 parts of Sar-Isus set I had 2 groups of 70-80 shamans doing 2k dmg each? o_o


True, I did that a few years back, they had something like 40-50% slow and strong meteor shower. Sar Issus + creature spells + Sorcery creature perk area is an unexplored field in MMH55. I believe it may need some rework when it comes to Sar issus bonus and units spellpower gain formula.



This sounds like a cool little combo to me... I say leave it.  I like the idea of Barbarian surprising their opponent with destruction magic.  

Plus, the odds of getting 2 pieces of Sar Isus without artifact merchants is low, and there is a bunch of stuff more abusive than this anyway.


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Gidoza
Gidoza


Famous Hero
posted April 04, 2019 04:41 AM

azalen said:
dredknight said:
tihi85 said:
Am I the only one who thinks Chain Lighting Shamans in Stronghold are busted? With 2 parts of Sar-Isus set I had 2 groups of 70-80 shamans doing 2k dmg each? o_o


True, I did that a few years back, they had something like 40-50% slow and strong meteor shower. Sar Issus + creature spells + Sorcery creature perk area is an unexplored field in MMH55. I believe it may need some rework when it comes to Sar issus bonus and units spellpower gain formula.



This sounds like a cool little combo to me... I say leave it.  I like the idea of Barbarian surprising their opponent with destruction magic.  

Plus, the odds of getting 2 pieces of Sar Isus without artifact merchants is low, and there is a bunch of stuff more abusive than this anyway.




I'm inclined to say that the doubling power of creature spells should require all 4 artifact items - the 2-item perk is way too strong, while the perk from getting all 4 items is garbage.

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azalen
azalen


Promising
Adventuring Hero
posted April 04, 2019 08:50 PM

Gidoza said:

I'm inclined to say that the doubling power of creature spells should require all 4 artifact items - the 2-item perk is way too strong, while the perk from getting all 4 items is garbage.


Abusive Stuff:
Dungeon Stalker Creeping
Dwarves turning all their units into hydras with runes
Havez rocking 20+ initiative Gremlins
Sylvan Lucky/Avenger alpha strikes
Sylvan channeling 100+ spell power heroes like Elleshar

Small potatoes:
Shamans do twice chain lightning damage

Besides, you need the sorcery perk to make it good at all so that shamans don’t waste a turn saccing a goblin, which means you have to play a witch/shaman.

Pit Fiend caster initiative is bad as well, so I dont fear them either.

I say let the have their fun


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted April 04, 2019 09:24 PM
Edited by dredknight at 21:25, 04 Apr 2019.

Dungeon Stalker Creeping - it has synergy with Destructive heroes but otherwise it is not that strong. Each wrong move is a loss. Each loss makes the stack weaker as growth is low.

Dwarves turning all their units into hydras with runes - in theory yes but have in mind the following stuff - Dwarves initiative is in the lower spectrum; do average/low damage; and most importantly - you need 35 sulfur to cast the rune on all units.
I believe if there is issue with runes that the whole idea of them should be redone in a different manner but unfortunately nearly everything is hardcoded.
Havez rocking 20+ initiative Gremlins - True but they do really snowty damage in late battles and if you block them they do nothing.
Sylvan Lucky/Avenger alpha strikes - can you explain this a bit more thoroughly.
Sylvan channeling 100+ spell power heroes like Elleshar - agreed this is OP as hell but it is hardcodded.
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azalen
azalen


Promising
Adventuring Hero
posted April 05, 2019 02:43 AM bonus applied by Galaad on 05 Apr 2019.
Edited by azalen at 02:57, 05 Apr 2019.

dredknight said:
Dungeon Stalker Creeping - it has synergy with Destructive heroes but otherwise it is not that strong. Each wrong move is a loss. Each loss makes the stack weaker as growth is low.

Dwarves turning all their units into hydras with runes - in theory yes but have in mind the following stuff - Dwarves initiative is in the lower spectrum; do average/low damage; and most importantly - you need 35 sulfur to cast the rune on all units.
I believe if there is issue with runes that the whole idea of them should be redone in a different manner but unfortunately nearly everything is hardcoded.
Havez rocking 20+ initiative Gremlins - True but they do really snowty damage in late battles and if you block them they do nothing.
Sylvan Lucky/Avenger alpha strikes - can you explain this a bit more thoroughly.
Sylvan channeling 100+ spell power heroes like Elleshar - agreed this is OP as hell but it is hardcodded.


I didn't want to give the impression I was suggesting any balance changes.  I like the game the way it is.  I was just offering this as a comparison to 2-piece Sar-Isus combo and making the point that it isn't really that unbalanced in comparison.

Here are my answers, though, if you are curious:

Havez:

For Havez, the key is to get Amulet of the Bloody Claw.  Combined with Battle Frenzy, you got Gremlins doing roughly 2.5 x the damage they normally do.  Unicorn Bow is the top Major Artifact, followed by Staff of Netherworld, Dragon Eye Ring and Ring of Celertiy.  3-4 damage Gremlins can exceed Titan stacks if you use recruiting tricks like hiring a hero every week to add to your gremlin numbers.  

The overall idea is to gut your opponent's army before your opponent gets his Swift Mind turn.  Gremlins, Titans, Mages, Double/Triple Ballista (Engineering) all beat Swift Mind with Initiative Artis.   In some cases, they can even go twice before Swift Mind with morale triggers and a lot of init artifacts.  Combine this with Morale/Empathy/Swift Mind and Havez can land his Mass Haste before the opponent's Swift Mind spell.   Getting blocked isn't really an issue because your objective is to annihilate your opponent's army before they even take a turn.

It isn't completely full-proof plan, as Havez is only a good creeper (not an exceptional one).  As you noted, gremlin damage falls off around week 2/3 until you get all the attack perks.  The other abusive heroes can beat him to the artifacts.  

Prior to knowledge-artificer nerf, this build was out of control.  


Sylvan Alpha Strike:

This is your typical Wyngaal-style build with Aura of Swiftness/Tactics, but it works with all Sylvan might heroes.  With +2 speed, all Sylvan melee units save Treants cross the battlefield first turn - dragons, pixels, wind dancers, unicorns, and they all have really high initiative and special attacks.  Combine with racial Avenger and Luck, they can 1-hit stuff if they get both rolls.  Load up on the initiative/luck/morale/attack artifacts for the win.  

Avenger/Lucky Strikes can result in the highest damage spikes in the game.  Anwen (only an average hero) has the highest damage spikes I have personally ever seen.


Dwarves:

My main issue with dwaves is their creeping should be a bit weaker to make up for their powerful end-game.  Right now, the issue is that most of the might heroes (including Ingvar), start with War Machines, the most highly desired Might skill for creeping.    

Stalker Creeping:

Stalker creeping doesn't just get you 3 turns... it can give you 5-6 turns if you use it right.  Use lots of 1-unit stacks.. put them in the opposite corners, run slow units around, only turn invisible when absolutely necessary, etc....
 

Some other abusive tactics:

-Fire Wall Stacking - Grab Pyromancy (a good perk even without free firewall), and stack multiple firewalls in front of your ranged.  put a few 1-stack blockers in front of your firewall (both Academy and Necropolis have flying blockers) to give you time to stack 4 or so firewalls, and pretty much everything will die that tries to attack your ranged.  It isn't mana efficient, but it is ideal for breaking almost all 7th-level gatekeeper stacks - and you don't even have to build a mage guild.

-Regeneration - Overpowered creeping spell for tier 3 when used with high initiative Level 7 units.  

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